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Muslim Hospital

2InfrastructureJob Kind HealthJob Kind Healthdetail

Description

Contrary to its Christian counterpart (Hostel of God), this hospital is a direct upgrade of the Modest Bimaristan, and remains effective at fighting off many epidemics and plagues (It lowers their appearance chances and then actively removes them). Muslim hospitals, sometimes named Bimaristans, appeared as early as the VIIIth century. Drawing initially from the knowledge of the ancient Greeks and in contact with the Byzantines, they soon excelled in treating their patients. The moral obligation to care for any sick person, according to Islam, led to the creation of dozens of hospitals, through donations and charities and mostly with secular (non-religious) staff, this is the reason why this building is twice as cheap as a Hostel of God.

Core data

ID
165
Alias
ID_STRUC_MUS_EARLY_HOSPITAL
$Alias
$ID_STRUC_MUS_EARLY_HOSPITAL
Tier
2
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
No
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
Health++, Leg+, cheap, HitRecov(10), Fight-off Epidemics
DLC notes
-
Constraints
Muslim Hospital
Minimum population
12
Region max buildings
1
Minimum piety
150
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
2
Is depot
No
Is fort
No
Is city structure
No
Is harbor
No
Authority gain
0
Legacy gain / turn
0
Slot usage cost
2
Infrastructure cost
140
Infrastructure upkeep
2
Money upkeep
7

Resources

FieldValue
Input_ResourceCotton
BonusResource[0]Drugs & Herbs

Outputs

Output fieldValue
Manpower_Output3

Bonus outputs

Bonus fieldValue
Bonus_Manpower2
Bonus_Piety4

Building tree

Requires
Craftsmen District
Upgrades to
None
Replaces
ID_STRUC_MODEST_BIMARISTAN
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

Garrison category
0
Units in this garrison category
No units mapped for this garrison category
Units unlocked by this structure
No units directly requiring this structure
WallValue
0
SiegeResist
0
CounterRaid
0
FT_Level
0
FT_MinLevel
0
FT_MaxLevel
100
FT_LevelChange
0

Transverse outputs (from linked modifiers)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_MUS_Early_HospitalID_MOD_STRUCTURE_MUS_EARLY_HOSPITALImproved care systemHealth Bonus: 16%
Loyalty Bonus: 7
Hitsrecovery: 10
IDS_MOD_Name_Structure_Epidemics_MitigationID_MOD_STRUCTURE_EPIDEMICS_MITIGATIONIDS_MOD_Text_Epidemics_MitigationFlavor: 0